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Kuro's Bizarre Adventure (Kuro spoiler thread)

I played two turns last night, took pictures but updating away from home. The settler is moving to the horse/sheep site. The whip OF was used on a WB in Kars. The capital is producing another FW, with that chop it will be able to produce 2 FWs in 4 turns. After the 2nd FW is made, I plan to revolt into Hinduism. This coincides with the settler 1 turn away from settling.

The scouting WB from Kars is going to head south first and then east towards the sheep.
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Played the turn late last night/early this morning; which explains why I don't have pictures. Revolted to Hindu, settler ready to settle next turn. Little bit of smoke in choosing to road the FP instead of the forest, what with FWs Honey Bearing flatland forests.

Exploring finally revealed a non-calendar happy, we have gold to the far east. No food around it, but it appears that the east narrows and then widens. We are on a very strange landmass. It does explain why we haven't met anyone on T51, but I'm starting to wonder if we're actually isolated like Slowcheetah in PB8.

We need to lay down the tech path. I have a little bit of overflow on sailing. We are starved for happy until calendar (silk, dye, sugar), so I'm thinking that's a reasonable path to head towards.
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An Actual Update

We are certainly benefiting from not having to build any sort of a military. The demos bear this out:






We've been able to run this farmer's/fisher's paradise and use FWs to speed the growth of otherwise slow developing cities. First, some overview shots:




Contrary to my statement about the military earlier, the first human barb appeared this turn. The warrior is in a very defensible position, what with a river crossing and a forest bonus. I also buried the lede: there's the 4th city. Two FWs are double-teaming the sheep and it will be done next turn.




The scouting WB has uncovered the smaller islands of our apparent archipelago. We are abound in calendar resources. There is a seafood resource that the sheep can share, but it doesn't appear to be a strong long-term city.




The previously mentioned, but under-reported, eastern gold. The flood plains to the east are promising, as is the fish that could feed that gold, however, it would need a border pop. It's not shown well in the picture, but the fish is 2N1W of the warrior. Another slow developing city, but hopefully there's an inland food resource.

Now a city run down:




This is our quickest settler build, so I set it as such. The cottage does not decrease the time to build the settler. I am thinking of using this settler to settle the northern fish city. This will allow the capital to start working cottages and the new city to borrow the rice during that time.




The Hindy Holy City. Growing back to 4, will get MP on the turn it becomes unhappy, onto a FW or another Settler. I would prefer a settler as we don't have any hammer bonuses here for FW. Eventually, we'll have to figure out how and when to get a GP for this shrine.




The WB will finish the turn before borders pop, allowing the 2nd ring crab to be netted the first eligible turn, provided that Hindu doesn't spread here. This city will have some early production potential with 4 hills. A scouting WB from here will also be nice since we don't have any other north coast cities.




City TBD (Attention Naming Department twirl). The sheep will be pastured next turn for a 6/0/2 tile. Started the monument because it will need a border pop for horse and the clam.

I'm saving gold on sailing. With the overseas islands, I think a Galley would be useful sooner rather than later to build an overseas city for +2 TR. That eastern gold should probably be the focus of our expansion though, since we are food rich and happy limited.

Since this is a test game, I'll expound a bit on our position. I don't think we could have done anywhere close to what we're doing without our combination of traits. Our water start with plenty of seafood enabled some high yield tiles very early. These seafood tiles are of particular importance to us because we can build WBs faster and that all these tiles are worth +1 food. We've had an enormous crop yield lead, but we've also had to pour hammers into WBs and the "extra" cost into FWs. Certainly, no close proximity to another player or real barb trouble has been a boon. In summation, I feel our plan could have been more optimized. Perhaps one of the uber players on the site could be in a tremendous position by now.

Commenting further on the demos, someone has been at 16 CY for what seems like awhile. It seems that someone is either being choked or has had some bad barb luck.

What do you think, Kuro?
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Warrior won a 97% battle, took 3 hits, though, and will need to heal. AGRI is giving us +7 food/turn.


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The gold has lots of food. Settle right where the warrior is. The next city will go here, will have to farm one of the FPs.




Switched to a settler in Kars. WB unexpectedly found that the southeastern water is a large bay.


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Settler finishes EOT, will be able to complete the entire road to the gold spot such that it will make it there in 2 turns, settle on T59. Kars Settler can be whipped next turn, will hold out for overflow to complete its granary. That settler will go to the fish spot so it can borrow the capital's rice while the capital transitions to cottages.
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Hinduism spread to DBM, a turn after borders popped. The happy will be very useful since the city has the two fish resources. We are very limited by commerce, at the moment, so I opted to cottage the FP.

Settlers are ready to settle both the gold and the rice sharing spot. Set research on priesthood to get a multiplier on writing and to open up temples.




This is a peninsula. Dotmap is awkward here.








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T60

Six Cities, founded 3N of rice. Don't anticipate sharing the capital's food at any point soon. FW chop hits the new city next turn. Not timed perfectly.

Met HitAnyKey to the West.






We have six cities to his three. He is the founder of Buddhism and is Wang Kon (FIN/PRO) of Spain. I hope his heathen faith doesn't come to our shores.




Southern scouting progresses.




Finishing the granary here and then onto a temple. Moar specialists for all of this food. I think a temple is worth it over a lighthouse for the time being, since it would be nice to get a Prophet soonish.




Need more FWs pronto. Gold is mined in the east and road will finish next turn. Need to grow these cities a bit.
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"Progress"




Pop number disappointing and will become even more so with more whipping next turn.

Kuro, are you around at all to comment?
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Still watching, at least...
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If only you and me and dead people know hex, then only deaf people know hex.

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